7,959 research outputs found

    Cultural dialects of real and synthetic emotional facial expressions

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    In this article we discuss the aspects of designing facial expressions for virtual humans (VHs) with a specific culture. First we explore the notion of cultures and its relevance for applications with a VH. Then we give a general scheme of designing emotional facial expressions, and identify the stages where a human is involved, either as a real person with some specific role, or as a VH displaying facial expressions. We discuss how the display and the emotional meaning of facial expressions may be measured in objective ways, and how the culture of displayers and the judges may influence the process of analyzing human facial expressions and evaluating synthesized ones. We review psychological experiments on cross-cultural perception of emotional facial expressions. By identifying the culturally critical issues of data collection and interpretation with both real and VHs, we aim at providing a methodological reference and inspiration for further research

    Unconventional Methods for a Traditional Setting: The Use of Virtual Reality to Reduce Implicit Racial Bias in the Courtroom

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    The presumption of innocence and the right to a fair trial lie at the core of the United States justice system. While existing rules and practices serve to uphold these principles, the administration of justice is significantly compromised by a covert but influential factor: namely, implicit racial biases. These biases can lead to automatic associations between race and guilt, as well as impact the way in which judges and jurors interpret information throughout a trial. Despite the well-documented presence of implicit racial biases, few steps have been taken to ameliorate the problem in the courtroom setting. This Article discusses the potential of virtual reality to reduce these biases among judges and jurors. Through analyzing the various ethical and legal considerations, this Article contends that implementing virtual reality training with judges and jurors would be justifiable and advisable should effective means become available. Given that implicit racial biases can seriously undermine the fairness of the justice system, this Article ultimately asserts that unconventional de-biasing methods warrant legitimate attention and consideration

    Gender stereotypes in virtual agents

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    Visual, behavioural and verbal cues for gender are often used in designing virtual agents to take advantage of their cultural and stereotypical effects on the users. However, recent studies point towards a more gender-balanced view of stereotypical traits and roles in our society. This thesis is intended as an effort towards a progressive and inclusive approach for gender representations in virtual agents. The contributions are two-fold. First, in an iterative design process, representative male, female and androgynous embodied AI agents were created with few differences in their visual attributes. Second, these agents were then used to evaluate the stereotypical assumptions of gendered traits and roles in AI virtual agents. The results showed that, indeed, gender stereotypes are not as effective as previously assumed, and androgynous agents could represent a middle-ground between gendered stereotypes. The thesis findings are presented in the hope to foster discussions in virtual agent research and the frequent stereotypical use of gender representations

    Gender Stereotyping’s Influence on the Perceived Competence of Siri and Co.

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    Some users express frustration with regard to virtual assistants due to their lack of perceived competence. To address this negative perception, we believe that technology companies should be aware of gender stereotypes. More specifically, it has been shown that males are attributed with rational competence more often than females. Drawing from the CASA paradigm, which states that people regularly assign human traits to computers, we expect that this stereotype might also be present for virtual assistants, i.e., male-voice virtual assistants are perceived as being more competent than female-voice virtual assistants. We test this hypothesis by conducting a controlled experiment which simulates a realistic interaction with differently voiced virtual assistants. The results indicate that gender stereotypes indeed play a role in the perception of the interaction. Male-voiced assistants are perceived more competent than their female-voiced counterpart which has practical implications in the design and development of devices that utilize these assistants

    Emotional Silence: Are 3D Animated Female Characters' Emotive Expressions Designed to Fit Stereotypes?

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    In this thesis, I analyzed the depictions and emotive expressions of female characters by con-ducting a content analysis in two popular contemporary 3D animations. I studied the design of feminine coded appearance and movement using simplified drawings. Based on this study, I claim that female characters and their emotive expressions are still designed to fit stereotypes in contemporary 3D animated children’s movies. My findings are the following: 1. The percentage of female characters in contemporary 3D animated children’s movies is the same as the percentage of females in human society; 2. On the other hand, those female characters did not demonstrate human diversity; and 3. Moreover, their emotions did not demonstrate the diversity of human emotions in terms of how female characters visually express their emotions. This thesis also establishes a methodology to conduct content analyses on character depiction in 3D animated children’s movies

    Emotional Silence: Are 3D Animated Female Characters' Emotive Expressions Designed to Fit Stereotypes?

    Get PDF
    In this thesis, I analyzed the depictions and emotive expressions of female characters by con-ducting a content analysis in two popular contemporary 3D animations. I studied the design of feminine coded appearance and movement using simplified drawings. Based on this study, I claim that female characters and their emotive expressions are still designed to fit stereotypes in contemporary 3D animated children’s movies. My findings are the following: 1. The percentage of female characters in contemporary 3D animated children’s movies is the same as the percentage of females in human society; 2. On the other hand, those female characters did not demonstrate human diversity; and 3. Moreover, their emotions did not demonstrate the diversity of human emotions in terms of how female characters visually express their emotions. This thesis also establishes a methodology to conduct content analyses on character depiction in 3D animated children’s movies

    Gerontoludic Character Design: Creating Engaging Player Characters for Older Adults

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    In this thesis, findings of research in gerontoludic character design, in other words the design of game player characters focused upon the needs, wants, and expectations of older adults, are delivered. To support these findings, there is a review of qualitative and quantitative literature on ageism, including the impact of aging stereotypes and assumptions upon technology driven industries such as the game industry. This exploration of the roots of ageism includes an examination of how ageism affects the frequency and nature of older adult characters, both playable and non-playable, found in video games. Part of the justification of this topic includes consideration of profitability and play habits of older adult players, for the purposes of the research that refers to players aged 50 and older. To better the odds of creating content that will be appealing to this potentially profitable audience, game designers need to understand how to avoid ageist perspectives in the design of game characters and their narrative arcs. To that end, current research in the design of games for older adults, both from gerontological and gerontoludic design perspectives, is paired with viewpoints on the design of video game characters, particularly player characters. This is combined with the results of a survey conducted on the character design preferences of older adults. The reviewed research and analysis of survey results is then used to create a set of gerontoludic character design guidelines that can hopefully lead to the development of more appealing player characters and avoid negative, stereotypical portrayals of older adults

    Exploring the Impact of Inclusive PCA Design on Perceived Competence, Trust and Diversity

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    Pedagogical Conversational Agents (PCAs) conquer academia as learning facilitators. Due to user heterogeneity and need for more inclusion in education, inclusive PCA design becomes relevant, but still remains understudied. Our contribution thus investigates the effects of inclusive PCA design on competence, trust, and diversity awareness in a between-subjects experiment with two contrastingly designed prototypes (inclusive and non-inclusive PCA) tested among 106 German university students. As expected by social desirability, the results show that 81.5% of the probands consider an inclusive design important. However, at the same time, the inclusive chatbot is highly significantly rated as less competent. In contrast, we did not measure a significant effect regarding trust, but a highly significant, strongly positive effect on diversity awareness. We interpret these results with the help of the qualitative information provided by the respondents and discuss arising implications for inclusive HCI design
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